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2.1.3
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8 changed files with 19 additions and 14 deletions
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@ -1,7 +1,12 @@
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# The Modding Tree changelog:
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# The Modding Tree changelog:
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### v2.1.3 - 10/21/20
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- gainMult and gainExp are now optional.
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- Layer unlocking is now kept on reset.
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- Game should start up faster.
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- Layer updates now have a determined order and starts with earlier-rowed layers.
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- Layer updates now have a determined order and starts with earlier-rowed layers.
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- Automation now has a determined order and starts with later-rowed layers.
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- Automation now has a determined order and starts with later-rowed layers.
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- Fixed issues with resetting clickables and challenges.
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- Commas should no longer appear in the decimal places of a number.
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- Commas should no longer appear in the decimal places of a number.
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- Fixed potential issue in displaying the tree.
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- Fixed potential issue in displaying the tree.
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@ -122,7 +122,7 @@ Key:
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- canBuyMax(): **sometimes required**, required for static layers, function used to determine if buying max is permitted.
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- canBuyMax(): **sometimes required**, required for static layers, function used to determine if buying max is permitted.
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- gainMult(), gainExp(): Functions that calculate the multiplier and exponent on resource gain from upgrades
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- gainMult(), gainExp(): **optional**, Functions that calculate the multiplier and exponent on resource gain from upgrades
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and boosts and such. Plug in any bonuses here.
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and boosts and such. Plug in any bonuses here.
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- onPrestige(gain): **optional**, A function that triggers when this layer prestiges, just before you gain the currency.
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- onPrestige(gain): **optional**, A function that triggers when this layer prestiges, just before you gain the currency.
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@ -13,7 +13,7 @@
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<script type="text/javascript" src="js/utils.js"></script>
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<script type="text/javascript" src="js/utils.js"></script>
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<script type="text/javascript" src="js/v.js"></script>
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<script type="text/javascript" src="js/v.js"></script>
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<script type="text/javascript" src="js/canvas.js"></script>
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<script type="text/javascript" src="js/canvas.js"></script>
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<meta http-equiv="Content-Type" content="text/html;charset=UTF-8">
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</head>
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</head>
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<body onload="load()">
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<body onload="load()">
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<div id="app">
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<div id="app">
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@ -369,12 +369,7 @@ addLayer("f", {
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base: 3,
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base: 3,
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roundUpCost: true,
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roundUpCost: true,
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canBuyMax() {return hasAchievement('a', 13)},
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canBuyMax() {return hasAchievement('a', 13)},
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gainMult() {
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return new Decimal(1)
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},
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gainExp() {
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return new Decimal(1)
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},
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row: 1,
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row: 1,
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layerShown() {return true},
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layerShown() {return true},
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branches: ["c"], // When this layer appears, a branch will appear from this layer to any layers here. Each entry can be a pair consisting of a layer id and a color.
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branches: ["c"], // When this layer appears, a branch will appear from this layer to any layers here. Each entry can be a pair consisting of a layer id and a color.
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@ -101,7 +101,7 @@ function rowReset(row, layer) {
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}
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}
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function layerDataReset(layer, keep = []) {
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function layerDataReset(layer, keep = []) {
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let storedData = {}
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let storedData = {unlocked: player[layer].unlocked} // Always keep unlocked
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for (thing in keep) {
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for (thing in keep) {
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if (player[layer][keep[thing]] !== undefined)
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if (player[layer][keep[thing]] !== undefined)
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@ -111,8 +111,10 @@ function layerDataReset(layer, keep = []) {
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player[layer] = layers[layer].startData();
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player[layer] = layers[layer].startData();
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player[layer].upgrades = []
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player[layer].upgrades = []
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player[layer].milestones = []
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player[layer].milestones = []
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player[layer].challenges = []
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player[layer].challenges = getStartChallenges(layer)
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resetBuyables(layer)
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resetBuyables(layer)
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if (layers[layer].clickables && !player[layer].clickables)
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player[layer].clickables = getStartClickables(layer)
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for (thing in storedData) {
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for (thing in storedData) {
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player[layer][thing] =storedData[thing]
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player[layer][thing] =storedData[thing]
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@ -115,7 +115,9 @@ function updateLayers(){
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if(!layers[layer].componentStyles) layers[layer].componentStyles = {}
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if(!layers[layer].componentStyles) layers[layer].componentStyles = {}
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if(layers[layer].symbol === undefined) layers[layer].symbol = layer.charAt(0).toUpperCase() + layer.slice(1)
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if(layers[layer].symbol === undefined) layers[layer].symbol = layer.charAt(0).toUpperCase() + layer.slice(1)
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if(layers[layer].unlockOrder === undefined) layers[layer].unlockOrder = 0
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if(layers[layer].unlockOrder === undefined) layers[layer].unlockOrder = []
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if(layers[layer].gainMult === undefined) layers[layer].gainMult = new Decimal(1)
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if(layers[layer].gainExp === undefined) layers[layer].gainExp = new Decimal(1)
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let row = layers[layer].row
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let row = layers[layer].row
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if(!ROW_LAYERS[row]) ROW_LAYERS[row] = {}
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if(!ROW_LAYERS[row]) ROW_LAYERS[row] = {}
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@ -142,7 +144,6 @@ function updateLayers(){
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function addLayer(layerName, layerData){ // Call this to add layers from a different file!
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function addLayer(layerName, layerData){ // Call this to add layers from a different file!
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layers[layerName] = layerData
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layers[layerName] = layerData
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updateLayers()
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}
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}
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// If data is a function, return the result of calling it. Otherwise, return the data.
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// If data is a function, return the result of calling it. Otherwise, return the data.
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@ -222,6 +222,8 @@ function load() {
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versionCheck();
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versionCheck();
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changeTheme();
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changeTheme();
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changeTreeQuality();
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changeTreeQuality();
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updateLayers()
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setupTemp();
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setupTemp();
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updateTemp();
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updateTemp();
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updateTemp();
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updateTemp();
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4
js/v.js
4
js/v.js
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@ -160,10 +160,10 @@ function loadVue() {
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Vue.component('milestone', {
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Vue.component('milestone', {
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props: ['layer', 'data'],
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props: ['layer', 'data'],
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template: `
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template: `
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<td v-if="layers[layer].milestones && layers[layer].milestones[data]!== undefined && milestoneShown(layer, data)" v-bind:style="[(!tmp[layer].milestones[data].unlocked) ? {'visibility': 'hidden'} : {}, tmp[layer].milestones[data].style]" v-bind:class="{milestone: !player[layer].milestones.includes(data), milestoneDone: player[layer].milestones.includes(data)}">
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<td v-if="layers[layer].milestones && layers[layer].milestones[data]!== undefined && milestoneShown(layer, data)" v-bind:style="[(!tmp[layer].milestones[data].unlocked) ? {'visibility': 'hidden'} : {}, tmp[layer].milestones[data].style]" v-bind:class="{milestone: !hasMilestone(layer, data), milestoneDone: hasMilestone(layer, data)}">
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<h3 v-html="tmp[layer].milestones[data].requirementDescription"></h3><br>
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<h3 v-html="tmp[layer].milestones[data].requirementDescription"></h3><br>
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<span v-html="tmp[layer].milestones[data].effectDescription"></span><br>
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<span v-html="tmp[layer].milestones[data].effectDescription"></span><br>
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<span v-if="(tmp[layer].milestones[data].toggles)&&(player[layer].milestones.includes(data))" v-for="toggle in tmp[layer].milestones[data].toggles"><toggle :layer= "layer" :data= "toggle" v-bind:style="tmp[layer].componentStyles.toggle"></toggle> </span></td></tr>
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<span v-if="(tmp[layer].milestones[data].toggles)&&(hasMilestone(layer, data))" v-for="toggle in tmp[layer].milestones[data].toggles"><toggle :layer= "layer" :data= "toggle" v-bind:style="tmp[layer].componentStyles.toggle"></toggle> </span></td></tr>
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`
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`
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})
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})
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